Game tree

Results: 209



#Item
31Leisure / Game theory / Gaming / Game artificial intelligence / General game playing / Game Description Language / Monte Carlo tree search / Video game / Game / Genetic algorithm / Randomness / Arcade game

General Video Game Evaluation Using Relative Algorithm Performance Profiles Thorbjørn S. Nielsen1 , Gabriella A. B. Barros1 , Julian Togelius2 , and Mark J. Nelson3 1 2

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Source URL: www.kmjn.org

Language: English - Date: 2016-06-17 09:58:59
32Artificial intelligence / Software architecture / Software engineering / Cognitive architecture / Automated planning and scheduling / Cognitive science / Subsumption architecture / Models of computation / Behavior tree / Finite-state machine / Intelligent agent / Agent architecture

Representational Complexity of Reactive Agents Frederick W. P. Heckel, Member, IEEE, G. Michael Youngblood, Member, IEEE, and Nikhil S. Ketkar Abstract— Reactive agents are an important part of video games and numerous

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Source URL: game.itu.dk

Language: English
33Mathematics / Combinatorial optimization / Graph theory / Routing algorithms / Edsger W. Dijkstra / Search algorithms / Game artificial intelligence / A* search algorithm / Shortest path problem / Connectivity / Matching / Tree

IEEE ROBOTICS AND AUTOMATION LETTERS. PREPRINT VERSION. DECEMBER, Lazy Data Association For Image Sequences Matching Under Substantial Appearance Changes

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Source URL: europa2.informatik.uni-freiburg.de

Language: English - Date: 2016-03-17 16:23:23
34Artificial intelligence / Game artificial intelligence / Game theory / General game playing / Action selection / Monte Carlo tree search / Turing test / Game

Modifying MCTS for Human-like General Video Game Playing Ahmed Khalifa, Aaron Isaksen, Julian Togelius, Andy Nealen New York University, Tandon School of Engineering , , julian@togeli

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Source URL: julian.togelius.com

Language: English - Date: 2016-05-01 22:55:53
35Game artificial intelligence / Search algorithms / Combinatorial game theory / Proof-number search / Abstract strategy games / Andor tree / Alphabeta pruning / Game tree / Solved game / Tree / B-tree / Computer chess

Paranoid Proof-Number Search Jahn-Takeshi Saito and Mark H.M. Winands Abstract— Over the years, an increasing number of twoplayer games has been added to the list of solved games. However, solving multi-player games ha

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
36Game artificial intelligence / Electronic games / Monte Carlo methods / Combinatorial game theory / Monte Carlo tree search / Stochastic simulation / Computer Go / UCT / Elo rating system / Receiver operating characteristic / Evaluation / Computer chess

/home/takeuchi/shogi-ec-quiesce.ps

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:38
37Artificial intelligence / Game artificial intelligence / Operations research / Statistics / Applied mathematics / Electronic games / Academia / Monte Carlo method / Probabilistic complexity theory / Game of the Amazons / Andor tree / Chess problem

A Comparative Study of Solvers in Amazons Endgames Julien Kloetzer, Hiroyuki Iida, and Bruno Bouzy Abstract— The game of Amazons is a fairly young member of the class of territory-games. The best Amazons programs play

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:36
38Abstract strategy games / Havannah / Monte Carlo tree search / Hex / TwixT / PSPACE-complete / Computer Go / Board game / Star / Game of the Amazons / General game playing / Strategy-stealing argument

On the Huge Benefit of Decisive Moves in Monte-Carlo Tree Search Algorithms Fabien Teytaud and Olivier Teytaud Abstract—Monte-Carlo Tree Search (MCTS) algorithms, including upper confidence Bounds (UCT), have very good

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Source URL: game.itu.dk

Language: English - Date: 2010-08-12 04:56:00
39Game artificial intelligence / Mathematics / Game theory / Gaming / Computer chess / Alphabeta pruning / Minimax / Monte Carlo tree search / Outline of chess / Go / Dynasty Tactics

A Selective Move Generator for the Game Axis and Allies David L. St-Pierre, Mark H.M. Winands and David A. Watt Abstract— We consider the move generation in a modern board game where the set of all the possible moves i

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
40Mathematics / Game artificial intelligence / Applied mathematics / Statistics / Monte Carlo methods / Combinatorial game theory / Monte Carlo tree search / Stochastic simulation / Computer Go / Minimax / Simulation / Monte Carlo

Combining Final Score with Winning Percentage by Sigmoid Function in Monte-Carlo Simulations Kazutomo SHIBAHARA Abstract— Monte-Carlo method recently has produced good results in Go. Monte-Carlo Go uses a move which ha

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:33
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